diff --git a/Shaders/deferred_light/deferred_light.frag.glsl b/Shaders/deferred_light/deferred_light.frag.glsl index 2186c273..56f6bea4 100644 --- a/Shaders/deferred_light/deferred_light.frag.glsl +++ b/Shaders/deferred_light/deferred_light.frag.glsl @@ -395,4 +395,6 @@ void main() { ); } #endif // _Clusters + + fragColor.a = 1.0; // Mark as opaque } diff --git a/Shaders/std/filters.glsl b/Shaders/std/filters.glsl index cd70d7df..d7bc5128 100644 --- a/Shaders/std/filters.glsl +++ b/Shaders/std/filters.glsl @@ -46,15 +46,15 @@ vec3 textureBicubic(sampler2D tex, vec2 tc, vec2 texStep) { return mix(mix(sample3, sample2, sx), mix(sample1, sample0, sx), sy); } -vec3 textureSS(sampler2D tex, vec2 tc, vec2 texStep) { - vec3 col = texture(tex, tc).rgb; - col += texture(tex, tc + vec2(1.5, 0.0) * texStep).rgb; - col += texture(tex, tc + vec2(-1.5, 0.0) * texStep).rgb; - col += texture(tex, tc + vec2(0.0, 1.5) * texStep).rgb; - col += texture(tex, tc + vec2(0.0, -1.5) * texStep).rgb; - col += texture(tex, tc + vec2(1.5, 1.5) * texStep).rgb; - col += texture(tex, tc + vec2(-1.5, -1.5) * texStep).rgb; - col += texture(tex, tc + vec2(1.5, -1.5) * texStep).rgb; - col += texture(tex, tc + vec2(-1.5, 1.5) * texStep).rgb; +vec4 textureSS(sampler2D tex, vec2 tc, vec2 texStep) { + vec4 col = texture(tex, tc); + col += texture(tex, tc + vec2(1.5, 0.0) * texStep); + col += texture(tex, tc + vec2(-1.5, 0.0) * texStep); + col += texture(tex, tc + vec2(0.0, 1.5) * texStep); + col += texture(tex, tc + vec2(0.0, -1.5) * texStep); + col += texture(tex, tc + vec2(1.5, 1.5) * texStep); + col += texture(tex, tc + vec2(-1.5, -1.5) * texStep); + col += texture(tex, tc + vec2(1.5, -1.5) * texStep); + col += texture(tex, tc + vec2(-1.5, 1.5) * texStep); return col / 9.0; } diff --git a/Shaders/supersample_resolve/supersample_resolve.frag.glsl b/Shaders/supersample_resolve/supersample_resolve.frag.glsl index 837d16bc..16e61fc4 100755 --- a/Shaders/supersample_resolve/supersample_resolve.frag.glsl +++ b/Shaders/supersample_resolve/supersample_resolve.frag.glsl @@ -10,5 +10,5 @@ out vec4 fragColor; void main() { // 4X resolve - fragColor.rgb = textureSS(tex, texCoord, screenSizeInv / 4.0); + fragColor = textureSS(tex, texCoord, screenSizeInv / 4.0); } diff --git a/Shaders/world_pass/world_pass.frag.glsl b/Shaders/world_pass/world_pass.frag.glsl index 0cd6a342..cf852cf7 100644 --- a/Shaders/world_pass/world_pass.frag.glsl +++ b/Shaders/world_pass/world_pass.frag.glsl @@ -166,4 +166,6 @@ void main() { #ifdef _LDR fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); #endif + + fragColor.a = 0.0; // Mark as non-opaque }